/*---------------------------------------------------------
   Name: SetupWeaponHoldTypeForAI
---------------------------------------------------------*/
function SWEP:SetupWeaponHoldTypeForAI(t)

	self.ActivityTranslateAI = {}
	self.ActivityTranslateAI [ACT_IDLE] 					= ACT_IDLE_PISTOL
	self.ActivityTranslateAI [ACT_IDLE_ANGRY] 				= ACT_IDLE_ANGRY_PISTOL
	self.ActivityTranslateAI [ACT_RANGE_ATTACK1] 				= ACT_RANGE_ATTACK_PISTOL
	self.ActivityTranslateAI [ACT_RELOAD] 					= ACT_RELOAD_PISTOL
	self.ActivityTranslateAI [ACT_WALK_AIM] 					= ACT_WALK_AIM_PISTOL
	self.ActivityTranslateAI [ACT_RUN_AIM] 					= ACT_RUN_AIM_PISTOL
	self.ActivityTranslateAI [ACT_GESTURE_RANGE_ATTACK1] 			= ACT_GESTURE_RANGE_ATTACK_PISTOL
	self.ActivityTranslateAI [ACT_RELOAD_LOW] 				= ACT_RELOAD_PISTOL_LOW
	self.ActivityTranslateAI [ACT_RANGE_ATTACK1_LOW] 			= ACT_RANGE_ATTACK_PISTOL_LOW
	self.ActivityTranslateAI [ACT_COVER_LOW] 					= ACT_COVER_PISTOL_LOW
	self.ActivityTranslateAI [ACT_RANGE_AIM_LOW] 				= ACT_RANGE_AIM_PISTOL_LOW
	self.ActivityTranslateAI [ACT_GESTURE_RELOAD] 				= ACT_GESTURE_RELOAD_PISTOL
	
	if (t == "ar2") or (t == "shotgun") or (t == "rpg") then
	
		self.ActivityTranslateAI [ACT_RANGE_ATTACK1] 			= ACT_RANGE_ATTACK_AR2
		self.ActivityTranslateAI [ACT_RELOAD] 				= ACT_RELOAD_SMG1
		self.ActivityTranslateAI [ACT_IDLE] 				= ACT_IDLE_SMG1
		self.ActivityTranslateAI [ACT_IDLE_ANGRY] 			= ACT_IDLE_ANGRY_SMG1
		self.ActivityTranslateAI [ACT_WALK] 				= ACT_WALK_RIFLE

		self.ActivityTranslateAI [ACT_IDLE_RELAXED] 			= ACT_IDLE_SMG1_RELAXED
		self.ActivityTranslateAI [ACT_IDLE_STIMULATED] 			= ACT_IDLE_SMG1_STIMULATED
		self.ActivityTranslateAI [ACT_IDLE_AGITATED] 			= ACT_IDLE_ANGRY_SMG1

		self.ActivityTranslateAI [ACT_WALK_RELAXED] 			= ACT_WALK_RIFLE_RELAXED
		self.ActivityTranslateAI [ACT_WALK_STIMULATED] 			= ACT_WALK_RIFLE_STIMULATED
		self.ActivityTranslateAI [ACT_WALK_AGITATED] 			= ACT_WALK_AIM_RIFLE

		self.ActivityTranslateAI [ACT_RUN_RELAXED] 			= ACT_RUN_RIFLE_RELAXED
		self.ActivityTranslateAI [ACT_RUN_STIMULATED] 			= ACT_RUN_RIFLE_STIMULATED
		self.ActivityTranslateAI [ACT_RUN_AGITATED] 			= ACT_RUN_AIM_RIFLE

		self.ActivityTranslateAI [ACT_IDLE_AIM_RELAXED] 		= ACT_IDLE_SMG1_RELAXED
		self.ActivityTranslateAI [ACT_IDLE_AIM_STIMULATED] 		= ACT_IDLE_AIM_RIFLE_STIMULATED
		self.ActivityTranslateAI [ACT_IDLE_AIM_AGITATED] 		= ACT_IDLE_ANGRY_SMG1

		self.ActivityTranslateAI [ACT_WALK_AIM_RELAXED] 		= ACT_WALK_RIFLE_RELAXED
		self.ActivityTranslateAI [ACT_WALK_AIM_STIMULATED] 		= ACT_WALK_AIM_RIFLE_STIMULATED
		self.ActivityTranslateAI [ACT_WALK_AIM_AGITATED] 		= ACT_WALK_AIM_RIFLE

		self.ActivityTranslateAI [ACT_RUN_AIM_RELAXED] 			= ACT_RUN_RIFLE_RELAXED
		self.ActivityTranslateAI [ACT_RUN_AIM_STIMULATED] 		= ACT_RUN_AIM_RIFLE_STIMULATED
		self.ActivityTranslateAI [ACT_RUN_AIM_AGITATED] 		= ACT_RUN_AIM_RIFLE

		self.ActivityTranslateAI [ACT_WALK_AIM] 				= ACT_WALK_AIM_RIFLE
		self.ActivityTranslateAI [ACT_WALK_CROUCH] 			= ACT_WALK_CROUCH_RIFLE
		self.ActivityTranslateAI [ACT_WALK_CROUCH_AIM] 			= ACT_WALK_CROUCH_AIM_RIFLE
		self.ActivityTranslateAI [ACT_RUN] 					= ACT_RUN_RIFLE
		self.ActivityTranslateAI [ACT_RUN_AIM] 				= ACT_RUN_AIM_RIFLE
		self.ActivityTranslateAI [ACT_RUN_CROUCH] 			= ACT_RUN_CROUCH_RIFLE
		self.ActivityTranslateAI [ACT_RUN_CROUCH_AIM] 			= ACT_RUN_CROUCH_AIM_RIFLE
		self.ActivityTranslateAI [ACT_GESTURE_RANGE_ATTACK1] 		= ACT_GESTURE_RANGE_ATTACK_AR2
		self.ActivityTranslateAI [ACT_COVER_LOW] 				= ACT_COVER_SMG1_LOW
		self.ActivityTranslateAI [ACT_RANGE_AIM_LOW] 			= ACT_RANGE_AIM_AR2_LOW
		self.ActivityTranslateAI [ACT_RANGE_ATTACK1_LOW] 		= ACT_RANGE_ATTACK_SMG1_LOW
		self.ActivityTranslateAI [ACT_RELOAD_LOW] 			= ACT_RELOAD_SMG1_LOW
		self.ActivityTranslateAI [ACT_GESTURE_RELOAD] 			= ACT_GESTURE_RELOAD_SMG1
		
		return
	elseif (t == "smg") then
		self.ActivityTranslateAI [ACT_GESTURE_RANGE_ATTACK1] 		= ACT_GESTURE_RANGE_ATTACK_SMG1	
		self.ActivityTranslateAI [ACT_RANGE_ATTACK1] 			= ACT_RANGE_ATTACK_SMG1	
	end

end

